r/FoundryVTT • u/MisterSilverUK • 19h ago
Commercial Fabricate Crafting Update
Hello folks, I'm back with an update! š
A month ago I released Fabricate with a slice of the full gathering experience implemented for players and GMs. The crafting experience was API-only š I'm pleased to say that the crafting UI for players and GMs has gone into early access for Patons at the Apprentice Crafter tier this week!
The early access version will still have some lumps, bumps, and rough edges. If you want to support me in developing the module I'd be grateful, and I'd love to have your input to shape the direction of development.
If you can't offer any support or you'd prefer to wait for the polished version coming out in the free public release that's fine too! I'm hoping that will be with all of you in a couple of weeks' time, once I've seen how the module can be broken, where it's hard to use, and what's missing (if anything) during the early access period.
Nobody needs to subscribe to eventually receive the crafting update.
That said, what does Crafting actually bring to Fabricate?
Fabricate now has a complete player-facing crafting workflow, and GM-facing configuration screens.
Players can:
- browse the recipes available to their character(s)
- choose which character is crafting and which other actors they own are supplying materials
- see whether they have the required ingredients, essences, tools and currency
- choose which alternative ingredient they want to consume
- make interactive crafting rolls, including:
- adding situational bonuses, advantage, and disadvantage in a system-agnostic roll dialogue
- pushing the roll and crafting result to chat
- triggering dice animations
- add multiple recipes in a consolidated Shopping List
- track and progress timed and multi-step crafts through the Journal
- browse the crafting materials held across multiple actors
- break unwanted items down through the Salvage system
- experiment with hidden formulas through the Alchemy Workbench
Using the GM UI, you can create simple pass-or-fail recipes, route different results according to the ingredients chosen or the result of a crafting check, build progressive systems where a roll is spent down a list of rewards, create hidden alchemical formulas and chain recipes together into multi-step processes.
Recipes can use alternative ingredients, tags, essences, reusable and breakable tools, time requirements, currency costs, recipe books, character prerequisites, active-effect transfer, custom checks and macros. Check out the docs for full details.
Fabricate is intended to be a toolkit for building your own crafting system, rather than imposing one set of crafting rules on every game. It does everything from mining, foraging, and exploration to camp cookery, blacksmithing, monster harvesting, potion brewing, magical item creation, scavenging and item breakdown without being tied to any particular game system.
I'm sure it won't support absolutely everything you can imagine from day 1, but that's the goal! The early access program is a big part of helping to ensure Fabricate puts its best foot forward in the public release.


